The time when RPGs went to college
As we moved closer to completing the book (spoilers: it’s done), I found myself gravitating to my Red Box D&D set, which sits just off to the side of my office desk. As I lament that I don’t have nearly enough time to write stories anymore, I also find myself missing the joy of immersing within stories.
When it comes down to it, what drew me into role-playing games wasn’t the idea of a quest, it was the same idea that drew me to literature. I wanted to get lost in a story, visit a world beyond my own, and learn something about myself that I hadn’t before.
Of course not every story is transformative Not every story teaches us a lesson. Sometimes games just…are.
From the outset, I knew this course would be a pedagogical challenge. I wanted more than a simple lecture course. I sought to integrate academic research with popular non-academic readings while also including opportunities for experiential learning and direct interaction with game designers, artists, and publishers. I had a lot of work to do.
Koe is an introduction to the Japanese language in a game reminiscent of traditional JRPGs like Final Fantasy and Pokemon.
“I feel like I’m playing a giant game of Dungeons & Dragons,” said William Woods University Behavioral and Social Science Chair Shawn Hull as he jotted down statistics on a pad of paper. The training exercise Hull was in wasn’t unlike the popular tabletop role-playing game in which players take on personas to tackle scenarios created by a game master. White and about 30 other colleagues in the room spent Wednesday afternoon balancing fictional tasks, managing hypothetical resources and interacting with imaginary officials.
As always, our shameless plug: Order your copy of Dungeons & Dreamers today.